#version 330 core

layout(location = 0) in vec3 vVertexs;
layout(location = 1) in vec3 inColor;

uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;

out vec3 vColor;

void main()
{
    vColor = inColor;
    gl_Position = projection * view * model* vec4(vVertexs, 1.0);
}